The Divine Hierarchy

An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.

Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.

Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.

An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.

Unearthly Creatures. All angels seem to share certain characteristics: marble-like skin, gold and ivory armor, and frequently extravagant golden halos made of light. The extravagance of their halo is closely affiliated to their sphere of influence within the celestial plane, with lower ranking angels having rather simplistic halos, and higher ranking angels, such as the legendary Auditio, having multiple halos, each of which can be up to several hundred feet across.

Angels that are often felt or seen by humanity appear humanoid and closely resemble modern depictions of angels, while many others frequently appear to be much more exotic. Even higher ranks appear as things that are not traditionally affiliated with angels. Other Angels, such as Fearless and Fairness appear to simply be angelic beasts.

Immortal Nature. An angel doesn't require food, drink, or sleep.

Spheres of Influence

The Celestial Hierarchy, and much of the celestial plane's apparent residents, are divided into four separate "spheres", or ranks. Each of these spheres has its own sub-ranks, with lower ranking spheres and lower sub-ranks within each sphere appearing much more commonly than the members of higher spheres. In general, many members of higher ranking spheres are much more powerful despite being fewer in number.

Notes from the author:

Be advised that maintaining this document is an ongoing process. I am still looking for feedback in order to make these celestials as balanced as possible for their intended challenge ratings.
All the art assets present in this document belong to the Bayonetta series, and have been borrowed from http://bayonetta.wikia.com/ for the purposes of this document.

--Credit for Inspired and Kinship statblocks, along with the statblocks for the auditio and sequi, goes to Marasmusine of dandwiki (https://www.dandwiki.com/wiki/User:Marasmusine), who I comissioned via his Fiverr gig.

--Credit for Joy statblock goes to another dandwiki user who currently remains anonymous (https://www.dandwiki.com/wiki/Special:Contributions/49.240.253.155).

Document version 1.3d

-- FINAL MAJOR UPDATE! Sapientia, Controller of Seas, has been added to the Auditio and Sequi section, along with its lesser counterpart, Prudence.

v1.3c

-- Iustitia & Justice added to Auditio and Sequi section.

v1.3b

-- Temperantia & Temperance added to Auditio and Sequi section.

v1.3a

-- Added new section for Auditio and Sequi; adding Fortitudo & Courage as new entires. All third sphere angel-class celestials recieved CR nerfs.

Chapter I: The Third Sphere

The third sphere is the lowest ranking sphere of influence, with many of its members making up the hierarchy's shock troops and most of its standing army in general. They are most numerous rank, but also generally the weakest. Despite their weaker nature, their greater numbers can make them deadly, especially if they are supporting a much more powerful type of angel.

Angels

Numerous and pitifully weak, even among the other third sphere angels, members of this sub-rank are simply known as "Angels", with no further title or attributed importance, even in their name. Among the other members of the hierarchy, they appear to be mostly expendable, with higher ranking angels sending them to battle in droves. More often than not, these angels are merely cannon fodder for the standing armies of the celestial plane, serving no greater purpose within its ranks.

These celestials are the lowest order of the angels, and the most recognized. Most of them are humanoid in appearance and are the most concerned with mortal affairs, and are usually depicted as the traditional winged humanoids with halos that pervade the culture of Faerun.

Acceptance

Among the nine ranks in the angelic hierarchy, Acceptance belongs to the bottom of the third sphere. It appears to those who are moments away from death in a half-human, half-pegasus form with glittering wings.

Characterized as the symbol of death and acceptance, various legends tell of Acceptance solemnly placing the souls of the dead upon its back and carrying them away, ignoring their past deeds and any pleas for a second chance.


Acceptance

Medium celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 11 (+0) 13 (+1) 11 (+0)

  • Skills Athletics +4, Perception +3
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Celestial, Common
  • Challenge 2 (450 XP)

Angelic Weapons. The acceptance's weapon attacks are magical. When the acceptance hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Charge. If the acceptance moves at least 30 feet straight toward a target and then hits it with a divine lance attack on the same turn, the target takes an extra 3 (1d6) piercing damage.

Sure-Footed. The acceptance has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The acceptance makes two attacks: one with its divine lance and one with its hooves.

Divine Lance. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 8 (1d12 + 2) piercing damage plus 4 (1d8) radiant damage.

Hooves. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4+2) bludgeoning damage.

Affinity

Servants of heaven that populate the lowest of the angelic hierarchy, a third sphere rung known simply as angels. Those with deep faith often feel these angels closest to their hearts. Descending from the heavens upon their pure white wings, it is believed that the glimmering halo atop an affinity's head lights the path for those who have lost their way.
When individuals of faith ascend to the heavens, their souls become affinities, further bolstering the forces of the celestial plane.
The religious articles they equip are all tools used to further their conviction to protect the righteous and can become powerful weapons used to strike down those with sullied hearts.


Affinity

Medium celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 8)
  • Speed 20 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Perception +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Celestial, Common
  • Challenge 1 (200 XP)

Angelic Weapons. The affinity's weapon attacks are magical. When the affinity hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).

Dive Attack. If the affinity is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing damage.

Divine Halberd. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 7 (1d10 + 2) slashing damage plus 4 (1d8) radiant damage.

Cachet and Compassion

Belonging to the lowest rank of angels, cachet and compassion are said to have been sacred weapons brought to the celestial plane after the heroes they traveled with came to the end of a long journey. Charged with protecting the gates of the celestial plane, their powerful blades deal swift justice to anyone who carelessly trespasses into the divine realm.

Compassions often lead flocks of smaller cachets into battle, though their drills also enable them to burrow under the earth to take enemies by surprise.


Cachet

Small celestial (angel), lawful good


  • Armor Class 13 (natural armor)
  • Hit Points 22 (4d6 + 8)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 8 (-1) 9 (-1) 10 (+0)

  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft. passive Perception 9
  • Languages Celestial, Common
  • Challenge 1/4 (50 XP)

Angelic Weapons. The cachet's weapon attacks are magical. When the cachet hits with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack).

Flock Tactics. The cachet has advantage on an attack roll against a creature if at least one of the cachet's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Cachet Blade. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6+1) slashing damage plus 3 (1d6) radiant damage.


Compassion

Medium celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 0 ft., burrow 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 9 (-1) 12 (+1) 11 (+0)

  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft. passive Perception 11
  • Languages Celestial, Common
  • Challenge 1/2 (100 XP)

Angelic Weapons. The compassion's weapon attacks are magical. When the compassion hits with any weapon, the weapon deals an extra 1d6 radiant damage (included in the attack).

Flock Tactics. The compassion has advantage on an attack roll against a creature if at least one of the compassion's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Compassion Drill. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d8 + 1) piercing damage plus 3 (1d6) radiant damage.

Dear and Decorations

With limited spiritual powers, this angel is spotted comparatively frequently within the physical, mortal world. Dears, with their dignified faces, are surrounded by the countless childlike faces of their decorations. They capriciously fire arrows as their smaller counterparts swarm their enemies. It is said that one of their arrows, shot through the heart of a believer, can be as infatuating as the goddess of love.


Dear

Small celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 12 (+1) 9 (-1) 8 (-1) 12 (+1)

  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft. passive Perception 9
  • Languages Celestial, Common
  • Challenge 1/4 (50 XP)

Flock Tactics. The dear has advantage on an attack roll against a creature if at least one of the dear's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shield of Decorum. If it has at least five decorations adjacent to it, the dear can project a protective barrier around itself, increasing its AC by +5. While this shield is active, the dear's energy ball damage gains a +2 bonus. This shield disperses if the dear is still struck by an attack, or if the dear loses too many decorations to maintain it.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage.

Energy Ball. Ranged Spell Attack: +3 to hit, range 60ft., one target. Hit 4 (1d8) force damage, or 6 (1d8 + 2) force damage while there are at least five decorations within 5 feet of the dear.


Decoration

Tiny celestial (angel), lawful good


  • Armor Class 13 (natural armor)
  • Hit Points 10 (4d4)
  • Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (+0) 8 (-1) 7 (-2) 10 (+0)

  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft. passive Perception 8
  • Languages Celestial, Common
  • Challenge 1/8 (25 XP)

Flock Tactics. The decoration has advantage on an attack roll against a creature if at least one of the dear's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage, and the decoration latches onto the target. While attached, at the start of each of the decoration's turns, it can make another bite attack against the same target, with advantage on the attack roll.
The decoration can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to forcefully detatch the decoration

Enchant

An Angel shaped like a cart wheel. Enchants are designed to compel mortals to continue their struggle and feel no satisfaction at surpassing others.

Enchants protect the fields of the gods from mortal encroachment and are further responsible for passing communication to the celestial plane and correcting the trespasses of mortalkind.


Enchant

Medium celestial (angel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 8 (-1)

  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft. passive Perception 10
  • Languages Celestial, Common
  • Challenge 1/2 (100 XP)

Fiery Weapons. The enchant's weapon attacks are magical. When the enchant hits with any weapon, the weapon deals an extra 1d6 fire damage (included in the attack).

Charging Wheel. If the enchant moves at least 20 feet straight toward a target and then hits it with a wheel blade attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Wheel Blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage plus 3 (1d6) fire damage.

Shocking Charge. The enchant splits itself in half, creating an electric tripwire between its two halves. In this state, until the end of its turn, the enchant's movement does not provoke opportunity attacks. It can move through the space of one creature, and when it does so, the target must make a DC 14 Dexterity save or take 7 (2d6) lightning damage and be knocked prone if it is Medium or smaller.

Archangels

Occupying the second lowest rank, the archangels are the stronger grunts of the third sphere angels. Members of this sphere usually appear in pairs or threes, and are frequently supported by six or more members of the angel sub-rank, as they directly lead them in battle. Compared to most higher ranks however, they are still notably weak. In combat, their larger size and greater range of attacks makes them more dangerous than the lower Angel rank, and they are also much more durable.

Accolade

A large angel belonging to the third sphere, tasked with commanding the lowest-ranking angels. Accolades are adept at using many angelic weapons, including swords, spears, hammers, and whips. They use these to instill fear into the hearts of all those who doubt the might of the gods.

Accolades have long lived in legend; at times, they were said to have answered the prayers of the most devout followers by temporarily bestowing upon them one of these divine instruments.


Accolade (Type A)

Large celestial (archangel), lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +7, Perception +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 12
  • Languages Celestial, telepathy 60 ft.
  • Challenge 5 (1800 XP)

Angelic Weapons. The accolade's weapon attacks are magical. When the accolade hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Charge. If the accolade moves at least 30 feet straight toward a target and then hits it with a divine lance attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Sure-Footed. The accolade has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The accolade makes two attacks: one with its divine lance and one with its hooves.

Divine Lance. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 17 (2d12 + 4) piercing damage plus 9 (2d8) radiant damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.


Accolade (Type B)

Large celestial (archangel), lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +6, Perception +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 12
  • Languages Celestial, telepathy 60 ft.
  • Challenge 5 (1800 XP)

Angelic Weapons. The accolade's weapon attacks are magical. When the accolade hits with any weapon, the weapon deals an extra 2d4 radiant damage (included in the attack).

Sure-Footed. The accolade has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The accolade makes three attacks: two with its divine longblades and one with its hooves.

Divine Longblade. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) slashing damage plus 5 (2d4) radiant damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) bludgeoning damage.


Accolade (Type C)

Large celestial (archangel), lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 10 (+0) 14 (+2) 15 (+2)

  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +7, Perception +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 12
  • Languages Celestial, telepathy 60 ft.
  • Challenge 5 (1800 XP)

Angelic Weapons. The accolade's weapon attacks are magical. When the accolade hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Charge. If the accolade moves at least 30 feet straight toward a target and then hits it with a divine greathammer attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.

Sure-Footed. The accolade has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The accolade makes two attacks: one with its divine greathammer and one with its hooves.

Divine Greathammer. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 18 (4d6 + 4) bludgeoning damage plus 9 (2d8) radiant damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.


Accolade (Type D)

Large celestial (archangel), lawful good


  • Armor Class 20 (natural armor, shields)
  • Hit Points 95 (10d10 + 40)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +7, Perception +5
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 12
  • Languages all, telepathy 60 ft.
  • Challenge 5 (1800 XP)

Angelic Weapons. The accolade's weapon attacks are magical. When the accolade hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Dual Shields. The accolade carries two shields, each of which is accounted for in the accolade's AC.

Sure-Footed. The accolade has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The accolade makes two attacks: two with its divine shields and one with its hooves.

Divine Shield. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) bludgeoning damage plus 9 (2d8) radiant damage.

Hooves. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.

Shield Charge. The accolade moves up to 50 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature's space during this move, it makes a divine shield attack against that creature. If the attack hits, the target must also succeed on a DC 15 Strength saving throw or be pushed ahead of the accolade for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 9 (2d4 + 4) bludgeoning damage, or 14 (4d4 + 4) bludgeoning damage if it was already prone, plus 9 (2d8) radiant damage.

Applaud

While still a member of the third sphere, applauds are one step above the lesser affinities, and thus known as archangels. Occupying the eighth position within the nine-level angelic hierarchy, these archangels are still considered close to the physical world, and often come into contact with mortalkind. It is said that devoted prayer on the part of believers can call upon a flock of angels to come to one's aid.


Applaud

Large celestial (archangel), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 25 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 12 (+1) 15 (+2) 13 (+1)

  • Saving Throws Wis +4, Cha +3
  • Skills Perception +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 16
  • Languages Celestial, telepathy 60 ft.
  • Challenge 4 (1100 XP)

Angelic Weapons. The applaud's weapon attacks are magical. When the applaud hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Dive Attack. If the applaud is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Actions

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage.

Divine Halberd. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 14 (2d10 + 3) slashing damage plus 9 (2d8) radiant damage.

Reactions

Parry. The applaud adds 3 to its AC against one melee attack that would hit it. To do so, the applaud must see the attacker and be wielding a melee weapon.

Enrapture

Though eighth in the angelic hierarchy, Enrapture was born many eons ago and is now considered the oldest archangel to have ever existed. Given the task of leading humans to bliss by speaking directly to their spirits, it is said that the concept of faith did not exist until Enrapture's creation. There are many theories debated as to why these archangels possesses their strange form of two human bodies seamed at the torso; perhaps, their shape is meant to exceed the bounds of mortal understandings, or maybe, in the depths of meditation, a monk approaching enlightenment caught a glimpse of this angel while its form was refracted between dimensions.


Enrapture

Medium celestial (archangel), lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 17 (+3) 19 (+4) 13 (+1)

  • Saving Throws Wis +7, Cha +4
  • Skills Insight +7, Perception +7, Religion +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 17
  • Languages Celestial, telepathy 60 ft.
  • Challenge 5 (1800 XP)

Angelic Weapons. The enrapture's weapon attacks are magical. When the enrapture hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Innate Spellcasting. The enrapture's innate spellcasting ability is Charisma (spell save DC 15). The enrapture can innately cast the following spells, requiring no components:

At will: detect evil and good, detect magic, detect thoughts
3/day each: bane, bless, cure wounds, hold person, lesser restoration, sanctuary
1/day each: dream, greater restoration, hold monster, shield

Magic Resistance. The enrapture has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The enrapture makes two melee attacks.

Divine Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if held with two hands, plus 9 (2d8) radiant damage.

Fidelity

Considered a creature of the sea due to its fish-like body and multiple tentacle-like arms, fidelity departed from the ocean to impart the mortals of the world with their primeval memories.

Those who forgot their past and begin to disrupt the serenity of life are often dragged by this archangel to the darkest depths of the ocean.

The ocean is a sacred place, the area of Faerun that is closest to the celestial plane, as the intense water pressure of the depths means it has remained untouched by mortal hands since the beginning of time. A large celestial veil covers the sea's expanse, and until this day there has never been a mortal who has witnessed the seas in their entirety.


Fidelity

Large celestial (archangel), lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 25 ft., fly 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 14 (+2) 16 (+3) 8 (-1)

  • Saving Throws Wis +6, Cha +2
  • Skills Stealth +6, Insight +6, Perception +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 16
  • Languages Celestial, telepathy 60 ft.
  • Challenge 6 (2300 XP)

Angelic Weapons. The fidelity's weapon attacks are magical. When the fidelity hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).

Amphibious. The fidelity can breathe air and water.

Actions

Multiattack. The fidelity makes three redlight blade attacks.

Redlight Blade. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 6 (1d6+3) slashing damage plus 9 (2d8) radiant damage.

Divine Laser (Recharge 5-6). The fidelity fires a concentrated beam of pure energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 21 (6d6) force damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Deploy Light Bombs. The fidelity releases 1d4 floating light bombs anywhere within a 10-foot radius around it. Each light bomb has a hovering movement speed of 10 feet, and moves independently on the fidelity's initiative count. If a light bomb senses an enemy creature within 5 feet of it, the light bomb detonates in a radiant explosion. Each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Each light bomb also detonates immediately if it is reduced to 0 hit points (AC 10; hp 5; resistance to radiant damage, and bludgeoning, piercing and slashing damage from nonmagical attacks; immunity to poison and psychic damage).

Principalities

Principalities are the third-lowest rank of angels, and the highest of the third sphere. Taking orders from the second sphere dominions, they inspire art and science, watch over large groups of people, and bequeath blessings to mortals.

The strongest of the third sphere angels, with some of them even being comparable to second sphere ranked angels, members of the principality sub-rank are the highest ranking members of the third sphere and serve as specialized shock-troops. Though they appear less frequently than the archangels, they are usually accompanied by large numbers of lesser angels, as they lead them into open combat.

Allegiance

Allegiance belongs to the principalities, ranked seventh in the angelic hierarchy and part of the third sphere. While third sphere angels are the most common type encountered in the physical realm, allegiances, clad in solid gold armor, appear only during times of great strife between the celestial plane and the mortal world, in order to purge the armies of evil spirits.

Legends exist of allegiances appearing before the kings of feudal nations who have prayed for the emergence of a hero; however, there are also stories of allegiances seeing through the evil in these kings' hearts and instantly reducing their thrones to rubble.


Allegiance

Large celestial (principality), lawful good


  • Armor Class 20 (natural armor)
  • Hit Points 115 (11d10 + 55)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 20 (+5) 14 (+2) 17 (+3) 16 (+3)

  • Saving Throws Wis +7, Cha +7
  • Skills Athletics +10, Insight +7, Perception +7
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 16
  • Languages Celestial, telepathy 60 ft.
  • Challenge 9 (5000 XP)

Angelic Burning Weapons. The allegiance's weapon attacks are magical. When the allegiance hits with any weapon, the weapon deals an extra 2d6 fire damage and 2d6 radiant damage (included in the attack).

Innate Spellcasting. The allegiance's innate spellcasting ability is Charisma (spell save DC 15). The allegiance can innately cast the following spells, requiring no components:

At will: detect evil and good
3/day each: flame strike, bless
1/day each: commune

Sure-Footed. The allegiance has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Magic Resistance. The allegiance has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The allegiance makes two attacks: one with its divine greatsword and one with its hooves.

Divine Zweihander. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 20 (4d6+6) slashing damage plus 7 (2d6) fire damage and 7 (2d6) radiant damage.

Hooves. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6+6) bludgeoning damage.

Raidant Shards (Recharge 5-6). The allegiance creates six glowing darts of magical force. Each shard hits a creature of the allegaince's choice that it can see within 120 feet. Each shard deals 7 (2d4+2) radiant damage to its target. The shards all strike simultaneously, and the allegiance can direct them to hit one creature or several.

Ardor

Among the highest ranking members of the third sphere, ardor are christened with the rank of Principalities. Presiding over the protection of the masses from evil spirits, they are equipped with a shield and armor of proof. Wielding the power of the celestial plane on those who encroach upon happiness, ardor are recipients of much adoration from those seeking salvation.


Ardor

Large celestial (principality), lawful good


  • Armor Class 20 (natural armor, shield)
  • Hit Points 104 (11d10 + 44)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 14 (+2) 17 (+3) 16 (+3)

  • Saving Throws Wis +6, Cha +6
  • Skills Insight +6, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft. passive Perception 19
  • Languages Celestial, telepathy 60 ft.
  • Challenge 8 (3900 XP)

Angelic Weapons. The ardor's weapon attacks are magical. When the applaud hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Innate Spellcasting. The ardor's innate spellcasting ability is Charisma (spell save DC 14). The ardor can innately cast the following spells, requiring no components:

At will: detect evil and good
3/day each: bless
1/day each: commune

Magic Resistance. The ardor has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The ardor makes two melee attacks.

Divine Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8+4) slashing damage plus 13 (3d8) radiant damage.

Chapter II: The Second Sphere

Appearing in the physical realm more rarely than their lessers, second sphere angels are powerful and can be dangerous to even the most seasoned adventurers foolish enough to invoke their wrath. They commonly appear with support from many third sphere angels, such as affinities, but can also appear in pairs or threes. During wars against the nine hells, second sphere angels oversee the operations of their third sphere subordinates, acting as battlefield commanders against the archdukes and their fiendish minions.

Powers

The lowest-ranking entities of the second sphere, powers are a class of angels that oversee the balance of power amongst mankind. They also keep the history of the heavenly realms and inspire conscience amongst mortal men.

Living up to their name, members of the Power sub-rank are hulking celestial creatures that deal massive amounts of damage. In addition to being physically durable, their attacks are wide-reaching and can cut a swath of destruction across the battlefield with ease.

Belief

Belonging to the second sphere, beliefs are considered a power, the sixth rank of the angelic hierarchy. Their sturdy, dominating size makes them an ideal candidate for giving orders on the front lines during wars with the nine hells.

The gigantic snakelike right arm of beliefs has caused them to often be depicted in legends as hideous creatures, but in reality, this feature is meant to be a divine whip for binding evil with its unwavering faith.



Belief

Huge celestial (power), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Wis +6, Cha +7
  • Skills Athletics +10, Insight +6, Perception +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 11 (7200 XP)

Angelic Weapons. The belief's weapon attacks are magical. When the belief hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The belief's innate spellcasting ability is Charisma (spell save DC 15). The belief can innately cast the following spells, requiring no components:

At will: detect evil and good
1/day each: commune

Life Sap. When the belief succeeds in grappling a creature, the target creature takes 3d6 necrotic damage, and the belief regains hit points equal to half the amount of necrotic damage dealt. Until the grapple ends, the grappled creature takes this necrotic damage again at the start of each of the belief's turns.

Magic Resistance. The belief has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The belief makes one stomp attack and one tentacle attack.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is grappled.

Stomp. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 22 (3d10+6) bludgeoning damage, and the target is knocked prone.

Immobilizing Gel (Recharge 5-6). The belief spits a globule of sticky green tar at a point on the ground of its choice within 30 feet. This tar acts as difficult terrain.
Each creature that starts its turn in the tar must make a DC 17 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the tar or until it breaks free.
A creature restrained by the tar can use its action to make a DC 15 Strength check. if it succeeds, it is no longer restrained.

Beloved

Beloved is a member of the second sphere class powers, ranked sixth in the angelic hierarchy. Its status is more that of a spiritual being, but it is also burdened with destroying the enemies of the celestial plane. While still considered amongst the lower classes of angels, a beloved's power is of a far higher order than that of a mortal man, and even those with strong spiritual powers are seldom afforded the chance to meet this being. Excelling in combat, beloved are known for brilliant exploits in demonic battles.


Beloved

Huge celestial (power), lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 14 (+2) 14 (+2) 16 (+3)

  • Saving Throws Wis +6, Cha +6
  • Skills Athletics +11, Insight +6, Perception +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 12 (8400 XP)

Angelic Weapons. The beloved's weapon attacks are magical. When the beloved hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The beloved's innate spellcasting ability is Charisma (spell save DC 15). The beloved can innately cast the following spells, requiring no components:

At will: detect evil and good
1/day each: commune

Magic Resistance. The beloved has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The beloved makes one stomp attack and one divine greataxe attack.

Divine Greataxe. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 26 (3d12+7) slashing damage plus 18 (4d8) radiant damage.

Stomp. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 23 (3d10+7) bludgeoning damage. , and the target is knocked prone.

Celestial Meteors (1/Day). The beloved beseeches the heavens above, calling down lesser meteors to plummet to the ground at four different points the beloved can see within 120 feet. Each creature in a 10-foot-radius sphere centered on each point the beloved chooses must make a DC 15 Dexterity saving throw. The sphere spreads around corners. A creature takes 7 (2d6) fire damage, 10 (3d6) radiant damage and 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Kinship

A kinship is a Second Sphere angel that resembles a golden-plated galley, complete with keel and oars. It's flared hull is colorfully decorated with red and white whorls. On its back – it's "deck" – is fixed a gilded, ornate box-like ark and cylindrical turret. At the bow is the kinship's sublime, mask-like face flanked by vestigial feathered wings. Below this face is a circular hole from which it can shoot a lethal beam of light. A perfect ring halo crowns the bow, emanating a sensation of solidarity.

It is thought that Kinship is the angelic manifestation of the ark that saved a foolish mortal race from the devastating flood described in the Book of Creation within the scriptures of Ithavoll.

Tactics. The kinship's role is to ferry warrior angels to battlefields during war against forces of darkness. It creates a gate and arrives from the celestial plane with a blast of trumpets. The transported angels fly from the kinship's deck, as it supports them with salvos of holy missiles from its ark and beams of searing light. Some angels may remain on the kinship's deck, where they benefit from cover against those underneath. If foes land or climb onto its deck, it tries to pull them off with blocky anchors that whip out of its hull on chains.



Kinship

Gargantuan celestial (power), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 155 (10d20 + 50)
  • Speed 0 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 16 (+3) 19 (+4) 20 (+5)

  • Saving Throws Wis +8, Cha +9
  • Skills Perception +8
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 18
  • Languages all, telepathy 120 ft.
  • Challenge 11 (7200 XP)

Angelic Weapons. The kinship's weapon attacks are magical. When the kinship hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The kinship's spellcasting ability is Charisma (spell save DC 17). The kinship can innately cast the following spells, requiring no material components:

At will: detect evil and good
1/day each: commune, gate

Ark. A Large or smaller creature can enter the same space as the kinship, if it can fly, teleport or otherwise move onto the kinship's deck. A creature on the deck remains on the deck if the kinship moves, cannot grapple or force the kinship to move, and the kinship's weapon attacks against the creature are made with disadvantage.

Magic Resistance. The kinship has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The kinship makes two anchor attacks or two turret attacks.

Anchor. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 22 (4d8+4) bludgeoning damage plus 18 (4d8) radiant damage. If the target is on the kinship's deck, it must make a DC 17 Strength saving throw or be moved to an empty space within 10 feet of the kinship.

Divine Turret. Ranged Weapon Attack: +7 to hit, range 60ft., one target. Hit 21 (4d8+3) fire damage plus 18 (4d8) radiant damage.

Ipsa Duce Salvo (2/Day). The kinship launches a dozen guided missiles. Each creature in a 10-foot-radius centered on a point within 120 feet (minimum 30 feet) of the kinship must make a DC 17 Dexterity saving throw. The saving throw is made with disadvantage. A creature takes 17 (5d6) fire damage and 17 (5d6) radiant damage on a failed save, or half as much on a successful one.

Searing Beam (Recharge 5-6). The kinship fires light in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 17 (5d6) fire damage and 17 (5d6) radiant damage on a failed saved, or half as much damage on a successful one.

Virtues

Occupying the second lowest rank of the second sphere, virtues supervise the movements of heavenly bodies and maintain order throuought the celestial and material planes of existence.

Extremely deadly, even in comparison to higher ranking angels, members of the Virtue sub-rank are fast, powerful, durable, and incredibly aggressive towards those who pursue evil. They usually appear paired with members of the third sphere, or in pairs, and are frequently underestimated even by some of the stronger fiends of the nine hells.

Fairness

A virtue charged with the administration of miracles, a fairness is wrapped in flames when appearing in the physical world, a power emblematic of its courage. A torrent of flame blazing as bright as the sun, these flames become the light that burns away darkness from those who receive the graces of a fairness. However, for those out of the angel's good graces, they are the fire and brimstone of destruction.



Fairness

Large celestial (virtue), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 231 (22d10 + 110)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 20 (+5) 14 (+2) 18 (+4) 14 (+2)

  • Saving Throws Con +10, Wis +9, Cha +7
  • Skills Athletics +10, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities fire
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 14 (11500 XP)

Angelic Burning Weapons. The fairness' weapon attacks are magical. When the fairness hits with any weapon, the weapon deals an extra 2d8 fire damage and 2d8 radiant damage (included in the attack).

Keen Hearing And Smell. The fairness has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Heated Body. An evil-aligned creature that touches the fairness or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. The fairness has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fairness can use its piercing howl. It then either makes a lava blast attack (if recharged), or it makes one burning claw attack and one burning bite attack.

Burning Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d10+5) piercing damage plus 9 (2d8) fire damage and 9 (2d8) radiant damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the fairness can bite only the grappled creature and has advantage on attack rolls to do so.

Burning Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (2d6+5) slashing damage plus 9 (2d8) fire damage and 9 (2d8) radiant damage.

Piercing Howl. Each evil-aligned creature of the dragon's choice that is within 60 feet of the fairness and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an evil-aligned creature's saving throw is successful or the effect ends for it, the creature is immune to the fairness' piercing howl for the next 24 hours.

Lava Blast (Recharge 5-6). The fairness fires a ball of radiant lava from its mouth towards a point of its choice within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. A target takes 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Grace and Glory

Grace, draped in flame, and Glory, controller of lightning, are the twin escorts of the heavenly gods. They share a wild disposition and are often depicted as gods of war, heroically leading the soldiers of the celestial plane into battle, with their giant claw-like weapons being symbols of their ferocity. Many cultures recognize the increased spiritual power of twins, a power that comes from the blessings of Grace and Glory.


Grace

Large celestial (virtue), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 209 (22d10 + 88)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 14 (+2) 15 (+2) 18 (+4)

  • Saving Throws Dex +10, Wis +7, Cha +9
  • Skills Athletics +9, Acrobatics +10, Perception +7
  • Damage Resistances fire, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 17
  • Languages all, telepathy 120 ft.
  • Challenge 14 (11500 XP)

Angelic Burning Weapons. Grace's weapon attacks are magical. When Grace hits with any weapon, the weapon deals an extra 2d8 fire damage and 2d8 radiant damage (included in the attack).

Innate Spellcasting. Grace's spellcasting ability is Charisma (spell save DC 17). Grace can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: dispel evil and good, burning hands 1/day each: commune, flame strike

Magic Resistance. Grace has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Grace makes three burning claw attacks.

Burning Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d6+4) slashing damage plus 9 (2d8) fire damage and 9 (2d8) radiant damage.


Glory

Large celestial (virtue), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 209 (22d10 + 88)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 18 (+4) 14 (+2) 15 (+2) 18 (+4)

  • Saving Throws Dex +10, Wis +7, Cha +9
  • Skills Athletics +9, Acrobatics +10, Perception +7
  • Damage Resistances lightning, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 17
  • Languages all, telepathy 120 ft.
  • Challenge 14 (11500 XP)

Angelic Lightning Weapons. Glory's weapon attacks are magical. When Glory hits with any weapon, the weapon deals an extra 2d8 lightning damage and 2d8 radiant damage (included in the attack).

Innate Spellcasting. Glory's spellcasting ability is Charisma (spell save DC 17). Glory can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: dispel evil and good, lightning bolt 1/day each: commune, chain lightning

Magic Resistance. Glory has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Glory makes three lightning claw attacks.

Lightning Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d6+4) slashing damage plus 9 (2d8) lightning damage and 9 (2d8) radiant damage.

Urbane

The changes of a new era will always give birth to new angels. This is because angels are given form by the fears, doubts, and prayers mankind bases its faith on--feelings which change with mankind's material obsessions. As a notably advanced being even compared to other angels, the urbane, a virtue in the angelic hierarchy, is said to be shaped by the subconscious fears of humans. In most eras, it often appears as a giant with a ball and chain on each of its arms. An urbane's power to reduce the triumphs of civilization to mere ashes with a single swing of its arm most likely reflects the subconscious fears man harbors toward both the natural world and their own society.


Urbane

Huge celestial (virtue), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 189 (14d12 + 98)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 24 (+7) 16 (+3) 18 (+4) 18 (+4)

  • Saving Throws Con +12, Wis +9, Cha +9
  • Skills Athletics +12, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 13 (10000 XP)

Angelic Burning Weapons. The urbane's weapon attacks are magical. When the urbane hits with any weapon, the weapon deals an extra 2d8 fire damage and 2d8 radiant damage (included in the attack).

Innate Spellcasting. The urbane's spellcasting ability is Charisma (spell save DC 17). The urbane can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: dispel evil and good 1/day each: commune

Magic Resistance. The urbane has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Urbane makes two burning flail attacks.

Burning Flail. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 19 (3d8+6) bludgeoning damage plus 9 (2d8) fire damage and 9 (2d8) radiant damage.

Divine Laser (Recharge 5-6). The urbane fire a powerful laser from its head in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 21 (7d6) fire damage and 24 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Dominions

The highest ranking members of the second sphere, dominions are powerful angels that watch over the rulers of nations.

Like virtues, members of this sub-rank are deadly and brutally powerful, though they are also the least frequently encountered of the second sphere angels. Their attacks are varied, have incredible range, and are extremely fast. In comparison to their virtue counterparts they are similarly durable, but are generally even more damaging.

Fearless

Fearless are classified as dominions, the fourth rank amongst the hierarchy of angels. Controlling the lightning feared by many as the instrument of divine justice, fearless make known the majesty of the gods to the masses. It is said that almost all of the naturally occurring lightning in the world is a result of the actions of these angels. It is also said that divine wrath against gluttons is released in the lightning's flash, as the thunder signals Heaven's roar.



Fearless

Large celestial (virtue), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 231 (22d10 + 110)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 20 (+5) 14 (+2) 18 (+4) 14 (+2)

  • Saving Throws Con +10, Wis +9, Cha +7
  • Skills Athletics +10, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities lightning
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge 14 (11500 XP)

Angelic Lightning Weapons. The fairness' weapon attacks are magical. When the fairness hits with any weapon, the weapon deals an extra 2d8 lightning damage and 2d8 radiant damage (included in the attack).

Keen Hearing And Smell. The fairness has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Electrified Body. An evil-aligned creature that touches the fairness or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage.

Magic Resistance. The fairness has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fairness can use its piercing howl. It then either makes a lava blast attack (if recharged), or it makes one burning claw attack and one burning bite attack.

Electric Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 16 (2d10+5) piercing damage plus 9 (2d8) lightning damage and 9 (2d8) radiant damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the fairness can bite only the grappled creature and has advantage on attack rolls to do so.

Electric Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (2d6+5) slashing damage plus 9 (2d8) lightning damage and 9 (2d8) radiant damage.

Electric Stinger. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 9 (2d6+2) piercing damage plus 9 (2d8) lightning damage and 9 (2d8) radiant damage.

Lightning Breath (Recharge 5-6). The fearless exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Gravitas

A dominion in the second sphere of angels. The name gravitas means stern and severe, so this angel is often depicted as steep, uninhabited mountains forever frozen in ice. The extreme cold of these angels has been unpenetrated for eons, and it shows no change through the passage of time. Gravitas await silently for opponents willing to sacrifice everything to face them.


Gravitas

Huge celestial (virtue), lawful good


  • Armor Class 20 (natural armor)
  • Hit Points 232 (16d12 + 128)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 26 (+8) 18 (+4) 20 (+5) 20 (+5)

  • Saving Throws Con +13, Wis +10, Cha +10
  • Skills Athletics +13, Perception +10
  • Damage Resistances cold, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge 16 (15000 XP)

Angelic Frost Weapons. The gravitas' weapon attacks are magical. When the gravitas hits with any weapon, the weapon deals an extra 2d8 cold damage and 3d8 radiant damage (included in the attack).

Innate Spellcasting. The gravitas's spellcasting ability is Charisma (spell save DC 18). The gravitas can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: dispel evil and good, cone of cold 1/day each: commune

Magic Resistance. The urbane has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The gravitas makes two burning flail attacks.

Frozen Flail. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 24 (3d10+8) bludgeoning damage plus 9 (2d8) cold damage and 13 (3d8) radiant damage.

Divine Laser (Recharge 5-6). The gravitas fires a powerful laser from its head in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 27 (6d8) cold damage and 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.

Harmony

Amongst the second sphere dominions, whose name imparts feelings of control, sovereignty, and governance, harmonies stand as a special symbol of peace. When appearing in our world, it is said that one experiences their presence as an auroraesque light; however, when viewed from the celestial plane, one would see harmonies embracing humans within their outstretched, fin-like wings. Often pictured holding a trident and floating through the skies, harmonies are tasked with the defense of the heavens, even within the celestial plane itself.


Harmony

Large celestial (dominion), lawful good


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 14 (+2) 15 (+2) 15 (+2)

  • Saving Throws Wis +4, Cha +4
  • Skills Perception +6
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge 4 (1100 XP)

Angelic Lightning Weapons. The harmony's weapon attacks are magical. When the harmony hits with any weapon, the weapon deals an extra 1d8 lightning damage and 1d8 radiant damage (included in the attack).

Dive Attack. If the harmony at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.

Magic Resistance. The harmony has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Harmony makes two melee attacks, or three electric orb attacks.

Divine Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 9 (2d6+2) piercing damage or 11 (2d8+2) piercing damage if held with both hands in melee, plus 4 (1d8) lightning damage and 4 (1d8) radiant damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6+4) piercing damage plus 4 (1d8) lightning damage and 4 (1d8) radiant damage.

Electric Orb. Ranged Spell Attack: +6 to hit, range 80/320ft., one target. Hit 5 (1d10) lightning damage plus 5 (1d10) radiant damage

Chapter III: The First Sphere

The first sphere is the most powerful of the three celestial spheres of influence, and the greater angels that occupy it are fiercely powerful and durable. It is said that some angels of the first sphere have even broken completely free of physical bonds as we know them, and as a result are able to manipulate their physical body at will, allowing them to transform into a wide array of beings.

As they are the most powerful celestials of the spheres, most mortal creatures go their entire lives without ever witnessing such radiant, majestic beings.

Thrones

Members of the first sphere's lowest rank, thrones are inhuman in appearance. They are very rarely encountered in numbers greater than one at a time.

Inspired

An inspired is an angel of the first circle: called upon to battle forces of planar evil, and never to aid mortal kind directly.

An inspired is a great flying serpent, some sixty feet long, with an auburn marble-like segmented exoskeleton reinforced with golden plates. A complex halo burns over its fanged maw. In battle they wheel and dart through the air, shooting down fireballs before diving down with jaws open. When faced with multiple foes, it can hurl its great body around in coils and wheels to knock them down.

Like solars, there are said to be only twenty-four inspired.


Inspired

Huge celestial (throne), lawful good


  • Armor Class 20 (natural armor)
  • Hit Points 297 (22d12 + 154)
  • Speed 30 ft., fly 120 ft.

STR DEX CON INT WIS CHA
24 (+7) 19 (+4) 25 (+7) 21 (+5) 23 (+6) 22 (+6)

  • Saving Throws Str +7, Wis +6, Cha +6
  • Skills Perception +12
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft. passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 18 (20000 XP)

Angelic Weapons. The inspired's weapon attacks are magical. When the inspired hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Innate Spellcasting. The inspired's spellcasting ability is Charisma (spell save DC 20). The inspired can innately cast the following spells, requiring no material components:

At will: detect evil and good, guidance
3/day each: blade barrier, dispel evil and good, fireball 1/day each: banishment, commune

Magic Resistance. The inspired has advantage on saving throws against spells and other magical effects.

Dive Attack. If the inspired is flying and dives at least 30 feet straight toward a target and then hits it with a bite attack, the attack deals an extra 22 (5d8) damage to the target.

Actions

Multiattack. The inspired makes two attacks with its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one creature. Hit 25 (4d8+7) piercing damage plus 22 (5d8) radiant damage.

Divine Wheel. Melee Weapon Attack: The inspired sweeps its body and tail twice in a full circle. All creatures within 10 feet of the inspired must make two DC 19 Dexterity saving throws, taking 20 (3d8 + 7) bludgeoning damage on each failed save. If a creature fails both saving throws, it is knocked prone.

Cherubim

Cherubim are the middle ranking members of the first sphere. Specializing more in brutal strength and direct combat, members of this rank are deadly combatants, so much so that even though they rarely appear along side other types of angels, they are still capable of considerable destruction by themselves.

Braves

It can be said that braves are capable of carrying the gods upon their shoulders. Moving in groups of three, each brave wears the halo of the second sphere powers upon its head; however, when necessary, braves can combine three of their bodies into one true form, a first sphere cherubim known as the exalted brave. Boasting the most brute strength of all the inhabitants of the celestial plane, an unknown number of evils have faced judgment at the hands of these exalted braves.


Brave

Large celestial (cherubim), lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 19 (+4) 12 (+1) 12 (+1) 14 (+2)

  • Saving Throws Wis +4, Cha +5
  • Skills Athletics +8, Insight +4, Perception +4
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Celestial , telepathy 120 ft.
  • Challenge 7 (2900 XP)

Angelic Weapons. The brave's weapon attacks are magical. When the brave hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Innate Spellcasting. The brave's spellcasting ability is Charisma (spell save DC 13). The brave can innately cast the following spells, requiring no material components:

At will: detect evil and good
1/day each: commune

Magic Resistance. The brave has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The brave makes two divine greataxe attacks.

Divine Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one creature. Hit 18 (2d12+5) slashing damage plus 13 (3d8) radiant damage.

Exalted Unity (1/Day). If there are two other braves within 10 feet of it, and none of the three braves are incapacitated in any way, the brave may use its action to initiate a unity ritual with its two other fellow braves. Each subsequent brave must then use its next action to join the initiating brave in this ritual.
On the initiating brave's next turn, if all three braves are engaged in the unity ritual, they will be consumed, as they are combined into a single exalted brave. The exalted brave appears in the same spot as the initiating brave, and acts on the initiating brave's initiative count.
The unity ritual automatically fails if any of the three participating braves become incapacitated, or move further than 10 feet away from the other two braves. The unity ritual will also fail if there is not enough space for the exalted brave to appear.



Exalted Brave

Gargantuan celestial (cherubim), lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 280 (17d20 + 102)
  • Speed 30ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 23 (+6) 20 (+5) 20 (+5) 21 (+5)

  • Saving Throws Con +13, Wis +12, Cha +12
  • Skills Athletics +15, Insight +12, Perception +12
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33000 XP)

Angelic Weapons. The exalted brave's weapon attacks are magical. When the exalted brave hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness. The exalted brave knows if it hears a lie.

Innate Spellcasting. The exalted brave's spellcasting ability is Charisma (spell save DC 20). The exalted brave can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: dispel evil and good, resurrection
1/day each: commune, meteor swarm

Magic Resistance. The exalted brave has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The exalted brave makes one stomp attack and one divine greataxe attack.

Divine Greataxe. Melee Weapon Attack: +15 to hit, reach 10ft., one creature. Hit 34 (4d12+8) slashing damage plus 27 (6d8) radiant damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 5ft., one creature. Hit 30 (4d10+8) bludgeoning damage. , and the target is knocked prone.

Valiance

Valiance is a first sphere cherub considered particularly ascendant as a spiritual being even among the other angels. Physical shape means little to the angels of this rank; they exist in a metaphysical form that demonstrates the majesty of the gods.

The most ambitious and brave of the cherubim, there are some sources that believe Valiance first arrived in the world thousands of years ago, riding a comet of heavenly wrath that destroyed everything in its way. Valiance's sword, the valiantium blade, is said to have the power to cut in two anything in the celestial plane or the nine hells, and is prophesied to one day assist a team of over a hundred heroes in saving humanity from an invading evil.


Valiance

Huge celestial (cherubim), lawful good


  • Armor Class 19 (natural armor)
  • Hit Points 270 (20d12 + 140)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 20 (+5) 24 (+7) 23 (+6) 23 (+6) 24 (+7)

  • Saving Throws Int +12, Wis +12, Cha +13
  • Skills Athletics +15, Perception +12
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 20 (25000 XP)

Angelic Weapons. Valiance's weapon attacks are magical. When Valiance hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Innate Spellcasting. Valiance's spellcasting ability is Charisma (spell save DC 21). The valiance can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: blade barrier, conjure barrage, dispel evil and good 1/day each: commune, conjure volley

Divine Awareness. Valiance knows if it hears a lie.

Magic Resistance. Valiance has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Valiance makes two valiantium blade attacks.

Valiantium Blade. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 30 (6d6+9) slashing damage plus 22 (5d8) radiant damage. This weapon has the same properties as a vorpal sword.

Flying Blade. Valiance releases its valiantium blade to hover magically in an unoccupied space within 10 feet of it. Valiance can then mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Valiance's hands. If the hovering sword is targeted by any effect, Valiance is considered to be holding it. The hovering sword falls if Valiance dies.

Healing Touch (4/Day). Valiance touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Valor

As his name would imply, Valor is a warrior that regards bravery in the highest degree. Taking the form of a shield, he stands with Valiance at the front lines of the celestial plane's wars against the nine hells.

It is said that when people are in need, a warrior clad in solid gold armor will appear to rescue them, carrying a sword and shield of incredible power. While fending off incoming evils with his shield, the warrior will eliminate its enemy with a single blow of its sword, claiming victory for those with a strong-held faith.


Valor

Huge celestial (cherubim), lawful good


  • Armor Class 21 (natural armor, shield)
  • Hit Points 279 (18d12 + 162)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 28 (+9) 23 (+6) 23 (+6) 24 (+7)

  • Saving Throws Int +12, Wis +12, Cha +13
  • Skills Athletics +13, Perception +12
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 22
  • Languages all, telepathy 120 ft.
  • Challenge 20 (25000 XP)

Angelic Weapons. Valor's weapon attacks are magical. When Valor hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Innate Spellcasting. Valor's spellcasting ability is Charisma (spell save DC 21). Valor can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune

Divine Awareness. Valor knows if it hears a lie.

Magic Resistance. Valor has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Valor makes two melee attacks.

Valorium Blade. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 20 (3d8+7) slashing damage plus 22 (5d8) radiant damage.

Shield Sawblade. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 20 (3d8+7) slashing damage plus 22 (5d8) radiant damage.

Blade Extend (Recharge 5-6). Valor commands its valorium blade to extend up to double its original length, causing its reach to increase by 10 feet until the start of Valor's next turn.

Healing Touch (4/Day). Valor touches another creature. The target magically regains 34 (7d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Seraphim

Seraphim are the highest order of angels with the three divine spheres of influence. They are the closest to the gods; they tend to their thrones, where they sing hymns to their glory.

As the highest ranking angels of the first sphere, these celestials are some of the most dangerous foes that any evil-aligned force could ever hope to face.

Glamour

Glamor, as a first sphere seraph, rests at the highest rank in the angelic hierarchy. Seraphim are the closest beings to the gods in existence and cannot be seen by mortals in the physical world under any circumstances.

Yet, since the dawn of history, there have been sporadic discoveries of statues depicting a massive six-winged snake traversing the heavens. Most likely these have some connection with The Book of Revelation, written by a long-dead sage whose name has been lost to history, and found in the last surviving copy of the ancient scriptures.

Of course, this means there must have been a sage capable of connecting to the celestial plane and conversing with a glamor through spiritual means.



Glamor

Gargantuan celestial (seraphim), lawful good


  • Armor Class 22 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 0 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 25 (+7) 26 (+8) 25 (+7) 29 (+9)

  • Saving Throws Dex +12, Con +14, Wis +14, Cha +16
  • Skills Insight +14, Perception +14
  • Damage Resistances radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 24 (62000 XP)

Angelic Weapons. The glamor's weapon attacks are magical. When the glamor hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Innate Spellcasting. Valor's spellcasting ability is Charisma (spell save DC 21). Valor can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune

Divine Awareness. The glamor knows when it hears a lie.

Amphibious. The glamor can breathe air and water.

Magic Resistance. The glamor has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the glamor fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The glamor can use its Frightful Presence. It then makes three attacks: one with its gilded bite and two with its gilded claws.

Gilded Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (2d10+8) piercing damage plus 27 (6d8) radiant damage.

Gilded Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit 15 (2d6+8) slashing damage plus 27 (6d8) radiant damage.

Gilded Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit 17 (2d8+8) bludgeoning damage plus 27 (6d8) radiant damage.

Frightful Presence. Each evil-aligned creature of the glamor's choice that is within 120 feet of the glamor and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the glamor's Frightful Presence for the next 24 hours.

Icicle Breath (Recharge 5-6). The glamor exhales a spray of frozen icicles in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 36 (8d8) piercing damage and 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The glamor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The glamor regains spent legendary actions at the start of its turn.

Detect. The glamor makes a Wisdom (Perception) check.
Gilded Tail Attack. The glamor makes a gilded tail attack.
Radiant Feathers (Costs 2 Actions). The glamor sheds some of its golden feathers, creating eleven glowing darts of radiant force. Each dart hits a creature of the glamor's choice that it can see within 120 feet. Each dart deals 10 (4d4) radiant damage to its target. The darts all strike simultaneously, and the glamor can direct them to hit one creature or several.

Gracious and Glorious

Within the nine ranks of the angelic hierarchy, the highest ranking seraphim are charged with governing the love and zeal of the creators. The pure white armored Gracious and the black armor-clad Glorious are often sighted in pairs; however, their existence itself remains legend, subject to rumors of varied veracity.

Supposedly gifted with incredible god-like powers, there are no records of Gracious or Glorious appearing on the battlefield of evil; however, it is said this is because a mere taste of their power is enough to destroy the world, devastating all its path - both the record and the record-keeper.


Gracious

Large celestial (seraphim), lawful good


  • Armor Class 20 (natural armor)
  • Hit Points 275 (19d10 + 171)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 28 (+9) 24 (+7) 25 (+7) 28 (+9)

  • Saving Throws Dex +17, Wis +14, Cha +16
  • Skills Athletics +16, Acrobatics +17, Perception +14
  • Damage Resistances fire, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft. passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 24 (162000 XP)

Angelic Burning Weapons. Gracious' weapon attacks are magical. When Gracious hits with any weapon, the weapon deals an extra 3d8 fire damage and 3d8 radiant damage (included in the attack).

Innate Spellcasting. Gracious' spellcasting ability is Charisma (spell save DC 24). Gracious can innately cast the following spells, requiring no material components:

At will: burning hands, detect evil and good
3/day each: dispel evil and good, flame strike, resurrection 1/day each: commune, fire storm

Magic Resistance. Gracious has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Gracious makes three burning claw attacks.

Burning Claw. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 17 (2d6+10) slashing damage plus 13 (3d8) fire damage and 13 (3d8) radiant damage.


Glorious

Large celestial (seraphim), lawful good


  • Armor Class 20 (natural armor)
  • Hit Points 275 (19d10 + 171)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 28 (+9) 24 (+7) 25 (+7) 28 (+9)

  • Saving Throws Dex +17, Wis +14, Cha +16
  • Skills Athletics +16, Acrobatics +17, Perception +14
  • Damage Resistances lightning, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft. passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 24 (162000 XP)

Angelic Lightning Weapons. Glorious' weapon attacks are magical. When Glorious hits with any weapon, the weapon deals an extra 3d8 lightning damage and 3d8 radiant damage (included in the attack).

Innate Spellcasting. Glorious' spellcasting ability is Charisma (spell save DC 24). Glorious can innately cast the following spells, requiring no material components:

At will: detect evil and good, lightning bolt
3/day each: chain lightning, dispel evil and good, resurrection 1/day each: commune, storm of vengeance

Magic Resistance. Glorious has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Glorious makes three lightning claw attacks.

Lightning Claw. Melee Weapon Attack: +17 to hit, reach 5ft., one target. Hit 17 (2d6+10) slashing damage plus 13 (3d8) lightning damage and 13 (3d8) radiant damage.

Joy

Joys are members of the seraphim class within the angelic hierarchy's first sphere. These beings have broken free of any physical conception of form and have become truly spiritual.

Joys are tasked with the protection, and oversight of all female life on Faerun. Gifted with magical powers of healing and restoration, Joys are more than a match for any opponent they come across. Their limbs can form bolts of energy that punish evildoers who seek to harm women, and their radiance can be used as a flash of magic that burns even the most wicked of hearts. Although rare, mortals can gain access to the legendary Elfin Knight - the sacred hand crossbow of the Joy — either as a gift of the gods, or as a trophy from a fallen angel.


Joy

Medium celestial (seraphim), lawful good


  • Armor Class 21 (natural armor)
  • Hit Points 130 (20d8 + 40)
  • Speed 30 ft., fly 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 25 (+7) 15 (+2) 27 (+8) 29 (+9) 14 (+2)

  • Saving Throws Dex +15, Int +16, Wis +17
  • Skills Arcana +16, Deception +10, Investigation +16, Nature +16, Perception +17, Persuasion +10, Religion +16
  • Damage Resistances cold, fire, lightning, radiant; bludgeoning, piercing and slashing damage from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft. passive Perception 27
  • Languages all, telepathy 120 ft.
  • Challenge 24 (162000 XP)

Alert. The joy's initiative rolls gain a +5 bonus. In addition, she cannot be surprised while she is conscious, and other creatures cannot gain an advantage to attack rolls against her as a result of being hidden from her.

Innate Spellcasting. The joy's spellcasting ability is Wisdom (spell save DC 25). The joy can innately cast the following spells, requiring no material components:

At will: detect evil and good, heal, sunbeam
3/day each: dispel evil and good, resurrection 1/day each: commune, greater restoration, mass heal, sunburst

Restore Life. When the joy uses greater restoration on a target, the target regains all of its lost hit points.

Angelic Weapons. The joy's weapon attacks are magical. When the joy hits with any weapon, the weapon deals an additional 6d8 radiant damage (included in the attack).

Magic Resistance. The joy has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The joy makes 1d4 Elfin Knight attacks.

Elfin Knight. Ranged Weapon Attack: +13 to hit, range 60/300ft., one target. Hit 12 (1d10+7) piercing damage plus 27 (6d8) radiant damage.

White Sunlight. Ranged Spell Attack: +13 to hit, reach 150ft. or range 5ft., one target. Hit 14 (3d8) radiant damage. In addition, the target must succeed on a DC 23 Constitution saving throw or be blinded until the start of the joy's next turn.

Chapter IV: The Auditio & Sequi

Some of the most powerful members of the celestial hierarchy, and of the celestial plane's residents in general, the auditio are colossal in size, strength, and power. Whether they hold commanding dominion over all of the celestial plane or just its heavenly armies is unknown, however they are certainly some of the most dangerous sacred beings that exist in the world.

They are the physical embodiment of the celestial plane's ideals, and are regarded as living aspects of the divine will, which divides the celestial plane's powers into one of four virtuous categories.

The Four Cardinal Virtues

The grand generals of the celestial hierarchy, they command all other lower spheres of influence and appear to each be regarded as equals to one another. Each of them is the physical manifestation of the divine will's four heavenly virtues and as a result they are some of the most powerful celestial beings in existence.

Fortitudo, Bringer of Flame

Fortitudo is the "Cardinal Virtue of Fortitude" and the "Bringer of Flame". He is the physical manifestation of courage and fortitude and holds dominion over the element of fire.

Amongst the spiritually powerful of the middle ages, it was thought the celestial plane held for all a divine will, and as a result, they developed heavenly logic. The concept of the "Cardinal Virtues" was born of this logic, and classifies heaven's divine will into four broad groups.

These cardinal virtues occasionally become physical manifestations of the great intentions of the celestial plane, inspiring awe in the masses. Personifying courage and fortitude, Fortitudo has been depicted as a terrifying being of sporting an enormous face and two dragon's heads. He is said to be capable of summoning magma flows at will.

Like all Auditio, Fortitudo is active only for the most critical of tasks, such as recovering powerful artifacts or hunting dangerous outer-planar creatures. It is commonly encountered alone, but may be accompanied by lesser angels, whom it bolsters with aid before combat. If Fortitudo is able to choose a battleground, it will prefer open but contained areas with flat ground.



Fortitudo, Bringer of Flame

Gargantuan celestial (auditio), lawful good


  • Armor Class 22 (natural armor)
  • Hit Points 333 (18d20 + 144)
  • Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
28 (+9) 21 (+5) 27 (+8) 25 (+7) 25 (+7) 26 (+8)

  • Saving Throws Con +16, Wis +15, Cha +13
  • Skills Athletics +17, Insight +15, Perception +15, Intimidation +16
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 25
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Angelic Weapons. Fortitudo's weapon attacks are magical. When Fortitudo hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Innate Spellcasting. Fortitudo's spellcasting ability is Charisma (spell save DC 24). Fortitudo can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: aid (as 6th-level spell), dispell evil and good 1/day each: commune

Divine Awareness. Fortitudo knows if he hears a lie.

Legendary Resistance (3/Day). If Fortitudo fails a saving throw, it can choose to succeed instead.

Magic Resistance. Fortitudo has advantage on saving throws against spells and other magical effects.

Multiple Heads. Fortitudo has two dragon heads. While it has at least one dragon head, Fortitudo has advantage on saving throws against being blinded, charmed, deafened, stunned and knocked unconscious.
Whenever Fortitudo takes 75 or more damage in a single turn, one of its dragon heads dies.

Actions

Multiattack. Fortitudo makes as many bite or magma ball attacks as it has dragon heads.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 31 (7d8) radiant damage.

Magma Ball. Fortitudo spits a ball of magma at a creature within 120 feet of it. The creature must make a DC 21 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) bludgeoning damage on a failed save, or half as much on a successful one.

Bringer Of Flame (Recharge 6 With Two Dragon Heads; Recharge 5–6 With One Dragon Head; Recharge 4–6 With No Dragon Heads). The ground in a 90-foot-radius circle around Fortitudo erupts and is flooded with a 2-foot-deep layer of magma that lasts until the start of Fortitudo's next turn. The magma is difficult terrain and deals 35 (10d6) fire damage to each creature that moves into it or starts their turn in it.

Body Slam. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d12+9) bludgeoning damage plus 31 (7d8) radiant damage. If Fortitudo moved at least 20 feet before the attack this turn, the slam deals an additional 15 (1d12 + 9) bludgeoning damage.

Legendary Actions

Foritudo can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fortitudo regains spent legendary actions at the start of its turn.

Detect. Fortitudo makes a Wisdom (Perception} check or a Wisdom (Insight) check.
Tail Swipe. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 31 (7d8) radiant damage.
Erupt. Fortitudo chooses a point within 90 feet that is flooded in magma from its Bringer of Flame feature. Flames erupt from that point. Creatures within 15 feet of the eruption must make a DC 21 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one.

Temperantia, Manipulator of Wind

Temperantia is a colossal angel, a living fortress, and the true embodiment of the Cardinal Virtue of Temperance. His body is over 100 feet tall, armored in exquisite celestial gold plates. He lacks legs, instead hovering within a tornado he conjures to wreak havok on lands of darkness. Two immense tree-like arms are affixed by ball joints of sizzling energy. Each ends in four segmented fingers, each fingertip a cannon than can rapidly shoot blazing darts of divine wind and light. A halo of the mighty Auditio glows within the swirling clouds above.

When the true power of the virtue of Temperance is laid upon our world, it is said to come as a tornado, capable of swallowing an entire country. Humans are helpless to guess at the impetus behind the divine will, whether it be anger or happiness, and are left only with prayers and promises of personal temperance if only the heavens should make the storm subside.

Most blows to Temperantia are like waves crashing against a castle wall. His vulnerability is his angelic countenance, embedded in his upper torso. The face itself can shoot beams from its eyes and forehead; or lash at foes with a black many-tentacled tongue.

Manipulator of Wind. The tornado surrounding Temperantia has its own hazards not directed by the angel itself. Objects of Large size or smaller are flung around, including slabs of rock torn from the ground. At the DM's discretion, creatures in its area of effect may (at the start of their turn) require Dexterity saving throws to avoid being hit by debris, or Strength saving throws to avoid being pushed by the gale.

Design Note: Due to Temperantia's colossal size, it is recommended that you use the "climb onto a bigger creature" optional rule (DMG p. 271) with this creature.



Temperantia, Manipulator of Wind

Gargantuan celestial (auditio), lawful good


  • Armor Class 22 (natural armor)
  • Hit Points 369 (18d20 + 180)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 25 (+7) 26 (+8) 24 (+7)

  • Saving Throws Str +18, Con +18, Wis +16
  • Skills Athletics +18, Insight +16, Perception +16, Intimidation +15
  • Damage Resistances radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 26
  • Languages all, telepathy 120 ft.
  • Challenge 25 (75000 XP)

Angelic Weapons. The auditio's weapon attacks are magical. When the auditio hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Arms Of The Faithful. Temperantia has two gigantic tree-like arms. Whenever Temperantia takes 75 or more damage in a single turn from attacks made by creatures in the same space as it, one of his arms is severed.

Divine Awareness. The auditio knows if it hears a lie.

Divine Fortress. Temperantia can only be killed by a close blow to his head. If he is reduced to less than 75 hit points by damage not caused by an attack from a creature in the same space as him, he instead remains at 75 hit points.

Innate Spellcasting. Temperantia's spellcasting ability is Charisma (spell save DC 23). The temperantia, manipulator of wind can innately cast the following spells, requiring no material components:

At will: detect evil and good, thunderwave
3/day each: calm emotions, dispell evil and good 1/day each: commune, control weather

Legendary Resistance (3/Day). If Temperantia fails a saving throw, he can choose to succeed instead.

Tornado. A tornado fills the air in a 120 ft. cylinder centered on Temperantia while he is not incapacitated. Fog, smoke and other gases cannot form in the tornado, nor can Medium or smaller creatures or objects cannot fly within it. Ranged weapon attacks made against targets within the tornado automatically miss. Creatures in gaseous form cannot move into, or within, the tornado. Temperantia can dismiss or conjure this effect at the start of his turn.

Magic Resistance. The auditio has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. If Temperantia has two arms, it makes makes a whirlwind slam attack. It if is not grappling anything, it then makes a grab attack. If it can, it then uses its volley.
If Temperantia has one arm, it makes a grab attack or a whirlwind slam attack. If it can, it then uses its volley.
If temperantia has no arms, it uses its volley twice.

Whirlwind Slam. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 23 (3d8+10) bludgeoning damage plus 9 (2d8) thunder damage and 31 (7d8) radiant damage.

Grab. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 14 (1d8+10) bludgeoning damage plus 31 (7d8) radiant damage, and the target is grappled by Temperantia

Volley (Recharge 4–6). A burst of darts flashes from Temperantia's fingertips or eyes, towards a point within 60 feet of Temperantia. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw. A target takes 31 (7d8) thunder damage and 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.
If Temperantia has has one arm or no arms, the volley deals 9 (2d8) thunder damage and 31 (7d8) radiant damage instead.
If Temperantia has no arms, the volley may instead be centered on Temperantia, in a 40-foot-radius sphere. It then recharges immediately.

Legendary Actions

Temperantia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Temperantia regains spent legendary actions at the start of his turn.

Detect. Temperantia makes a wisdom (Perception) check or a wisdom (Insight) check.
Thunderwave. Temperantia casts thunderwave.
Tongue. Melee Weapon Attack: +18 to hit, reach 0 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 31 (7d8) radiant damage.

Iustitia, Giver of Life

Iustitia is a Cardinal Virtue that manifests as a gigantic, hideous amalgamation of faces and plant-like tentacles fused into a sphere. It is a force of Justice, and the Giver of Life. It has fifteen faces; the three greatest divine countenances hold a cherubic visage in their mouth, which can be extended on long tongues. Each child-like face holds an expression representing euphoria, rage and despair. These condemning glares are used to focus strikes against the forces of darkness: the crashing impact of heavy, thorny buds the size of trees. A fourth cherubic stares up from the crown of Iustitia, into its impressive glowing halo of the First Order.

Tactics. If Iustitia is waiting in ambush underground, it will open by using grasping vines before bursting out of the ground. It will hover over the massive crater to prevent nonflying creatures approaching it, but low enough to use grasping vines. It will continue to use grasping vines to keep its foes at a distance, using its tongue to co-ordinate attacks from afar. It may also have prepared several awakened trees.

When Iustitia has less than half its hit points remaining, it will start to use its rejuvinate legendary action.

If all its tongues has been severed, it will make a body slam attack each turn, supported by (blind) vine lash attacks made with its legendary actions.

Design Note: Due to Iustitia's massive size, it is recommended that you use the "climb onto a bigger creature" optional rule (DMG p. 271) with this creature.



Iustitia, Giver of Life

Gargantuan celestial (auditio), lawful good


  • Armor Class 24 (natural armor)
  • Hit Points 370 (20d20 + 160)
  • Speed 0 ft., burrow 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 27 (+8) 26 (+8) 29 (+9) 24 (+7)

  • Saving Throws Str +15, Wis +17, Cha +15
  • Skills Insight +17, Intimidation +15, Nature +16, Perception +17, Persuasion +15
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned, prone
  • Senses tremorsense 120 ft., truesight 120 ft., passive Perception 27
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Angelic Weapons. The auditio's weapon attacks are magical. When the auditio hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Divine Awareness. Iustitia knows if it hears a lie.

Innate Spellcasting. Iustitia's spellcasting ability is Charisma (spell save DC 23). Iustitia can innately cast the following spells, requiring no material components:

At will: detect evil and good, grasping vine
3/day each: awaken, dispel evil and good, resurrection 1/day each: commune

Legendary Resistance (3/Day). If Iustitia fails a saving throw, he can choose to succeed instead.

Magic Resistance. The auditio has advantage on saving throws against spells and other magical effects.

Multifaced. Iustitia has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Tongue. Iustitia has three cherub-faced tongues that are initially in the same space as Iustitia. It has one active tongue, which it can move using a legendary action. The tongue can be attacked: if the active tongue takes 25 bludgeoning damage in a single turn, Iustitia cannot move it or move further than 90 feet from its tip. While in this state, Iustitia has disadvantage on ability checks made to contest a creature climbing onto it by moving along the path of the tongue.
The active tongue can move again at the end of Iustitia's next turn.
If Iustitia takes 25 slashing damage from a creature in the same space as it, its active tongue is severed.

Actions

Multiattack. Iustitia uses rock drop then attacks twice with its vine lash.

Grasping Vines. Iustitia casts grasping vine three times. It can maintain concentration three instances of this spell. It can place a grasping vine in a space within 5 feet of the tip of its tongue.

Rock Drop. One of Iustitia's tentacles drops a Huge rock (or other heavy object) on a point it can see within 30 feet of the tip of its tongue. All creatures within 10 feet of that point must make a DC 21 Dexterity saving throw. On a failed save, the target takes 44 (8d10) bludgeoning damage and is knocked prone.

Rose Of Sharon (Recharge 5-6). One of Iustitia's tentacles showers poison in a 10-foot-radius, 40 foot-tall cylinder centered on a point it can see within 30 feet of the tip of its tongue. All creatures in the cylinder must make a DC 21 Constitution saving throw, taking 35 (10d6) poison damage on a failed save or half as much on a successful one.

Vine Lash. Melee Weapon Attack: +15 to hit, one target within 30 feet of the tip of its tongue. If it has no tongues remaining, vine lash has a reach of 30 feet and the attack is made with disadvantage. Hit 21 (4d6 + 7) bludgeoning damage and 31 (7d8) radiant damage.

Body Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 17 (3d6+7) bludgeoning damage and 31 (7d8) radiant damage.

Legendary Actions

Iustitia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Iustitia regains spent legendary actions at the start of its turn.

Attack. Iustitia makes one attack with its vine lash.
Move Tongue. If Iustitia does not have an active tongue, it activates one. Iustutia moves the tip of its active tongue to an empty space it can see within 90 feet. It withdraws if Iustitia moves.
Rejuvinate (Costs 2 Actions). Iustitia regains 10 hit points for each tongue it has remaining.

Sapientia, Controller of Seas

Artists have often depicted the Cardinal Virtue of Prudence, Sapientia, as a marine animal roaming the depths of the seas. This is likely due to the human disposition to characterize the sea as the source of all life, a veritable fountain of prudence and wisdom.

It is also thought that Sapientia is responsible for the rise and fall of the tides, and natural phenomena such as tsunamis. The grand idea that the living seas could be nothing other than the divine will at work is actually evidence of Sapientia's narcissism, even amongst cardinal virtues.

When a man born as a slave led his people to freedom from ruling oppression, it is said that it was only Sapientia's favor that parted the seas and allowed for their escape.

Sapientia is the Cardinal Virtue of Prudence, and Controller of the Seas. Its armored form resembles an immense lizard: a horizontal body with long tail and tetrapod limbs. The armor is constructed from ornate celestial metals, and heavily mechanized: above Sapientia's human face is a great mechanical maw; and ornamental angelic wings and turbines are mounted on its back. Affixed to each leg is an angelic visage. Sapientia can unhinge this carapace to reveal part of its organic form: four great eye stalks that emit beams of radiant fire.

Sapientia is a powerful swimmer, and may even walk on the surface of the ocean. This is where it prefers to engage the forces of darkness, as it can shape the water into a great vortex to trap its foes in a kill zone.



Sapientia, Controller of Seas

Gargantuan celestial (auditio), lawful good


  • Armor Class 24 (natural armor)
  • Hit Points 351 (19d20 + 152)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 24 (+7) 27 (+8) 24 (+7) 25 (+7) 25 (+7)

  • Saving Throws Str +16, Con +16, Cha +15
  • Skills Athletics +16, Insight +15, Perception +15, Intimidation +15
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 25
  • Languages all, telepathy 120 ft.
  • Challenge 26 (90000 XP)

Angelic Weapons. The auditio's weapon attacks are magical. When the auditio hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack).

Amphibious. Sapientia can breathe air and water.

Divine Awareness. Sapientia knows if it hears a lie.

Innate Spellcasting. Sapientia's spellcasting ability is Charisma (spell save DC 23). Sapientia can innately cast the following spells, requiring no material components:

At will: detect evil and good, water breathing
3/day each: control water, dispel evil and good 1/day each: commune, tsunami

Legendary Resistance (3/Day). If Sapientia fails a saving throw, he can choose to succeed instead.

Magic Resistance. The auditio has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Sapientia makes two claw attacks, or a claw and bite attack. It may substitute an attack with an ipsa duce salvo.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage and 32 (7d8) radiant damage.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit 26 (4d8 + 8) slashing damage and 32 (7d8) radiant damage.

Ipsa Duce Salvo (2/Day). Sapientia launches a dozen guided missiles. Each creature in a 10-foot-radius centered on a point within 120 feet (minimum 30 feet) of the kinship must make a DC 24 Dexterity saving throw. The saving throw is made with disadvantage. A creature takes 25 (7d6) fire damage and 25 (7d6) radiant damage on a failed save, or half as much on a successful one.

Eyes Of Prudence (Recharge 5–6). Ranged Spell Attack: +16 to hit, range 120 ft., four targets. Hit: 31 (7d8) fire damage and 32 (7d8) radiant damage.

Gabriel's Horn (1/Day). If Sapientia is in a large body of water, it creates a vortex in a 120-foot line that is 40 feet wide. The vortex persist for for 1 minute then dissipates. Creatures within 90 feet of Sapientia that are not within the vortex are pulled 40 feet towards the vortex at the start of each of their turns. While the vortex persists, Sapientia's eyes of prudence recharges on a roll of 4–6; but Sapientia's speed becomes 0 ft.

Legendary Actions

Sapientia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sapientia regains spent legendary actions at the start of his turn.

Magma Ball. One of Sapientia's leg-borne visages spits a ball of magma at a creature within 20 feet of it. The creature must make a DC 24 Dexterity saving throw, taking 16 (3d10) fire damage and 16 (3d10) bludgeoning damage on a failed save, or half as much on a successful one.
Move. Sapientia moves up to half its speed.
Flow. Sapientia chooses a creature in its Gabriel's horn vortex. The target makes a DC 24 Strength saving throw. On a failed save, Sapientia moves the target 30 feet towards another point in the vortex.

The Sequi

The sequi exist as lesser aspects of the divine will. They are clone-like creatures, being lesser incarnations of the Four Cardinal Virtues. As such they are much weaker in power than the virtue they are affiliated with, but none-the-less serve as dangerous and powerful enemies. This could mean that they are the weaker reincarnations of the Cardinal Virtues themselves, or that they are merely the nascent beginnings of entirely new Cardinal Virtues that have not yet grown to full power.

Courage

Courage is the lesser manifestation of Fortitudo, Cardinal Virtue of Fortitude. It appears as a winged harbinger, when Fortitudo wishes to test the strength of an opponent. Courage is physically the same as Fortitudo, but wears virdigris-green bronze armor plates. Its halo burns red, denoting its position as a mere clone of an Audito.



Courage

Gargantuan celestial (sequi), lawful good


  • Armor Class 21 (natural armor)
  • Hit Points 222 (12d20 + 96)
  • Speed 50 ft., fly 150 ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 26 (+8) 24 (+7) 24 (+7) 25 (+7)

  • Saving Throws Con +14, Wis +13, Cha +13
  • Skills Athletics +14, Insight +13, Perception +13
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft. passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge 20 (25000 XP)

Angelic Weapons. Courage's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. Courage's spellcasting ability is Charisma (spell save DC 21). Courage can innately cast the following spells, requiring no material components:

At will: detect evil and good
3/day each: aid (as 4th-level spell), dispell evil and good 1/day each: commune

Divine Awareness. Courage knows if he hears a lie.

Legendary Resistance (1/Day). If Courage fails a saving throw, it can choose to succeed instead.

Magic Resistance. Courage has advantage on saving throws against spells and other magical effects.

Multiple Heads. Courage has two dragon heads. While it has at least one dragon head, Courage has advantage on saving throws against being blinded, charmed, deafened, stunned and knocked unconscious. Whenever Courage takes 50 or more damage in a single turn, one of its dragon heads dies.

Actions

Multiattack. Courage makes as many bite attacks as it has dragon heads.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 18 (4d8) radiant damage.

Flame Breath (Recharge 5-6). Courage exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.
If Courage has only one dragon head left, the flame breath instead deals 36 (8d8) fire damage; if Courage has lost both dragon heads, it cannot use its flame breath.

Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d12+8) bludgeoning damage plus 18 (4d8) radiant damage. If Courage moved at least 20 feet before the attack this turn, the slam deals an additional 14 (1d12 + 8) bludgeoning damage.

Legendary Actions

Courage can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Courage regains spent legendary actions at the start of its turn.

Detect. Courage makes a Wisdom (Perception} check or a Wisdom (Insight) check.
Tail Swipe. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) radiant damage.

Temperance

Created in the image of Temperantia, Temperence is a colossal angel, despite being a lesser manifestation. Its body is over 100 feet tall, armored in exquisite celestial gold plates. It lacks legs, instead hovering and delivering attacks from afar. Two immense tree-like arms are affixed by ball joints of sizzling energy. Each ends in four segmented fingers, each fingertip a cannon than can rapidly shoot blazing darts of divine wind and light.



Temperance

Gargantuan celestial (sequi), lawful good


  • Armor Class 21 (natural armor)
  • Hit Points 234 (12d20 + 108)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 19 (+4) 28 (+9) 24 (+7) 25 (+7) 23 (+6)

  • Saving Throws Str +16, Con +16, Wis +14
  • Skills Athletics +16, Insight +14, Perception +14
  • Damage Resistances radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33000 XP)

Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Arms Of The Faithful. Temperance has two gigantic tree-like arms. Whenever Temperance takes 50 or more damage in a single turn from attacks made by creatures in the same space as it, one of its arms is severed.

Divine Awareness. The sequi knows if it hears a lie.

Innate Spellcasting. Temperance's spellcasting ability is Charisma (spell save DC 21). Temperance can innately cast the following spells, requiring no material components:

At will: detect evil and good, thunderwave
3/day each: calm emotions, dispell evil and good 1/day each: commune

Legendary Resistance (1/Day). If Temperance fails a saving throw, it can choose to succeed instead.

Magic Resistance. The sequi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Temperance makes two attacks with its whirlwind slam (up to once per arm it has remaining), or radiant bolt. If it can, it then uses its volley.

Whirlwind Slam. Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 18 (2d8+9) bludgeoning damage plus 9 (2d8) thunder damage and 18 (4d8) radiant damage

Radiant Bolt. Ranged Weapon Attack: +11 to hit, range 400 ft., one target. Hit: 18 (4d8) radiant damage.

Volley (Recharge 4–6). A burst of darts flashes from Temperance's fingertips or eyes, towards a point within 120 feet of Temperance. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. A target takes 18 (4d8) thunder damage and 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.
If Temperance has has one arm or no arms, the volley deals 9 (2d8) thunder damage and 18 (4d8) radiant damage instead.

Legendary Actions

Temperance can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Temperance regains spent legendary actions at the start of its turn.

Detect. Temperance makes a wisdom (Perception) check or a wisdom (Insight) check.
Radiant Bolt. Temperance attacks with its radiant bolt.

Justice

Justice is the sequi and harbringer of Iustitia. It appears as a harbinger, when Iusitia wishes to test the strength of an opponent. Justice is physically the same as Iustitia, but only has one single primary face. Its halo burns red, denoting its position as a mere clone of an Audito.



Justice

Gargantuan celestial (sequi), lawful good


  • Armor Class 23 (natural armor)
  • Hit Points 240 (13d20 + 104)
  • Speed 0 ft., burrow 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 26 (+8) 25 (+7) 28 (+9) 23 (+6)

  • Saving Throws Str +14, Wis +16, Cha +13
  • Skills Insight +16, Nature +14, Perception +16
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned, prone
  • Senses tremorsense 120 ft., truesight 120 ft., passive Perception 26
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33000 XP)

Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Divine Awareness. Justice knows if it hears a lie.

Innate Spellcasting. Justice's spellcasting ability is Charisma (spell save DC 21). Justice can innately cast the following spells, requiring no material components:

At will: detect evil and good, grasping vine
3/day each: dispel evil and good 1/day each: awaken, commune

Legendary Resistance (1/Day). If Justice fails a saving throw, he can choose to succeed instead.

Magic Resistance. The sequi has advantage on saving throws against spells and other magical effects.

Tongue. Justice has a cherub-faced tongue that is initially in the same space as it, which it can move using a legendary action. The tongue can be attacked: if the active tongue takes 25 bludgeoning damage in a single turn, Justice cannot move it or move further than 90 feet from its tip. While in this state, Justice has disadvantage on ability checks made to contest a creature climbing onto it by moving along the path of the tongue.
The active tongue can move again at the end of Justice's next turn.
If Justice takes 25 slashing damage from a creature in the same space as it, its active tongue is severed.

Actions

Multiattack. Justice attacks twice with its vine lash.

Grasping Vines. Justice casts grasping vine three times. It can maintain concentration three instances of this spell. It can place a grasping vine in a space within 5 feet of the tip of its tongue.

Rose Of Sharon (Recharge 5-6). One of Justice's tentacles showers poison in a 10-foot-radius, 40 foot-tall cylinder centered on a point it can see within 30 feet of the tip of its tongue. All creatures in the cylinder must make a DC 20 Constitution saving throw, taking 35 (10d6) poison damage on a failed save or half as much on a successful one.

Vine Lash. Melee Weapon Attack: +14 to hit, one target within 30 feet of the tip of its tongue. If it has no tongues remaining, vine lash has a reach of 30 feet and the attack is made with disadvantage. Hit 21 (4d6 + 7) bludgeoning damage and 18 (4d8) radiant damage.

Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit 17 (3d6 + 7) bludgeoning damage and 18 (4d8) radiant damage.

Legendary Actions

Justice can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Justice regains spent legendary actions at the start of its turn.

Attack. Justice makes one attack with its vine lash.
Move Tongue. If Justice does not have an active tongue, it activates one. Justice moves the tip of its active tongue to an empty space it can see within 90 feet. It withdraws if Justice moves.

Prudence

Prudence is the sequi and harbringer of Sapientia. It appears as a harbinger, when Sapientia wishes to test the strength of an opponent.

Prudence is colored silver and green compared to his template cardinal, the wings on his back a more curled and smaller, he lacks horns near his head, smaller crown, has no human faces on his legs, and his silver fans and turbines seems not active. His legs also host only one missile launcher compared to Sapientia's two missle launchers per leg. Its halo burns red, denoting its position as a mere clone of an audito.



Prudence

Gargantuan celestial (sequi), lawful good


  • Armor Class 23 (natural armor)
  • Hit Points 222 (12d20 + 96)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 23 (+6) 26 (+8) 23 (+6) 24 (+7) 24 (+7)

  • Saving Throws Str +15, Con +15, Cha +14
  • Skills Athletics +15, Insight +14, Perception +14
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge 21 (33000 XP)

Angelic Weapons. The sequi's weapon attacks are magical. When the sequi hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Amphibious. Prudence can breathe air and water.

Divine Awareness. Prudence knows if it hears a lie.

Innate Spellcasting. Prudence's spellcasting ability is Charisma (spell save DC 22). Prudence can innately cast the following spells, requiring no material components:

At will: detect evil and good, water breathing
3/day each: control water, dispel evil and good 1/day each: commune, tsunami

Legendary Resistance (2/Day). If Prudence fails a saving throw, he can choose to succeed instead.

Magic Resistance. The sequi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Prudence makes two claw attacks, or a claw and bite attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage and 23 (5d8) radiant damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit 21 (3d8 + 8) slashing damage and 23 (5d8) radiant damage.

Ipsa Duce Salvo (1/Day). Prudence launches a dozen guided missiles. Each creature in a 10-foot-radius centered on a point within 120 feet (minimum 30 feet) of the kinship must make a DC 22 Dexterity saving throw. The saving throw is made with disadvantage. A creature takes 25 (7d6) fire damage and 23 (5d6) radiant damage on a failed save, or half as much on a successful one.

Legendary Actions

Prudence can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Prudence regains spent legendary actions at the start of his turn.

Move. Prudence moves up to half its speed.
Claw. Prudence makes a claw attack.